Sweet Fantasy Violence

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Part 1 of 1, by Jay Watamaniuk

Even in the most emotionally engaging story of tragic love, stalwart courage and unswerving devotion you will generally need to resolve conflict by punching someone in the face. That what our forefathers taught us and I’m O.K. with that. And while our lives generally involved being upset over printer stalls or an incorrectly made café latte I fondly imagine if shot in the shoulder I could still take back control of the plane from escaped convicts and land that sucker in the middle of Vegas (Bruckheimer! BRUCKHEIMER! Gadddamit! Whooo!). I admit however, in my darkest, truest underbelly that I would probably curl up in my own filth and ask if everyone could stop blinking so loud and weep like the big kids broke my Easy Bake oven. I like fantasy violence. This is why I play games.

Let’s be honest here if the heart-pounding climax in a game, movie or TV show involves a heated debate between two grandmothers on the merits of Alpaca vs. Qiviut yarn you might set yourself alight in disgust for sitting through that. If, however, the grandmothers battled to the death over something called the Y.A.R.N INITIATIVE in alien power-armor atop an active volcano while lettuce-fed attack alligators with bombs for shoes were dropped from AH-64 Apache helicopters you consider that money well-spent. BRUCKHEIMER!

I don’t pretend to know what genetic quirk settled into the deep, gluey fiber of our being to make this a stone cold fact but there it is; undeniable. Fantasy violence for fantasy violence’s sake however is not very interesting. You need to be invested in the situation or it must at least be awesome. If you are unsure if an act of violence in a game or movie is awesome use the following rating system:

Give the scene one point for each element present:

1. They killed his/her momma/partner/dog
2. Dangerous environment (collapsing building, crashing plane, kindergarten classroom)
3. Things that explode
4. Crazy wildlife (sharks, anacondas, dinosaurs, giraffe with sharpened teeth)
5. Bruce Willis/Kurt Russel/ Simon Pegg
7. Gratuitous military stuff
8. Someone retired brought back for one more case
9. Public event (rock concert, football game, strange and random street carnival)
10. Super natural/alien artifacts
11. A stellar one liner like ‘I’ll be back’ or ‘Whatchew talkin’ about Willis?’

Rating Chart

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Jay Watamaniuk has lived in such faraway and make-believe places like Thailand, Greece and Japan but has always returned back to Edmonton, Canada to put down some roots and to avoid the fricken’ huge insects that lived in those places. He has been BioWare’s Community Manager for over 7 years and has never once- not once- dressed up like a pirate at work. Shameful.

Demo Moments, p2

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Part 2 of 2, by Bruce Venne

So demoing can be very stressful. You are responsible for presenting the game to the public. A game that the team has been pouring its hearts and souls into, and working long hours to produce. A game that has been years in development. And then when are finally ready to show the game to the press and public it all falls to me. You start imagining how all of the team’s hard work will be utterly destroyed by something you do during the demo. It doesn’t help that demoing involves a lot of waiting. For the sales meeting we arrived the day before so I had the whole evening and most of the next day to imagine nightmare scenarios.

Doing demos at larger events like E3 or the European Games Convention is different. You do demos all day back to back so there is not as much waiting. But it is more tiring.

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Last year we showed Dragon Age: Origins (tminstoreslaterthisyearforpcandconsoles) at the Games Convention in Leipzig. After checking to our hotel we hopped over to the Convention Centre to set up. Our first demos were the next day. We brought over disks to install the build onto machines provided at the Convention Centre. There were problems. I don’t remember the specifics, but the game wouldn’t run. Ok, no reason to panic, that’s why we brought over our own demo machines. As a result, I go back to the hotel and grab the demo box. And I mean demo BOX. The computer was packed in the box we bought it in so this thing was huge. Carrying it through an airport from the luggage carrier to a taxi can be tiring. I had to transport it through the entire Convention Centre. Now I’m not a large man. Forget the image of the burly, rugged Alberta oil-worker. Those guys are from Newfoundland. I’m not that guy. On top of that I hadn’t slept in the past twenty-four hours. My flight out of Edmonton was insanely early, so to get to the airport in time I had to leave my place at around 3:30am. I figured heck, rather than waking up that early I just won’t go to sleep. The only sleep I was working on was the little naps I was able to take during the flight. So after carrying, pushing, pulling, lugging, shoving, kicking and hauling the box, (which had increased in density a thousand-fold by this time) all the way to the EA booth I was exhausted. I collapsed in the corner and slept, while the EA IT guys set up the machine.

Which as it turned out was the only sleep I got that day. That night I didn’t get any sleep. I was too nervous about the demos the next day. The lack of sleep didn’t affect me though. I don’t it did anyways. I don’t remember anything from that day, but they still want me to do demos, so I guess nothing bad happened.

Bruce Venne got a job in the BioWare QA department after spending two week sitting on a crate in James Ohlen’s office playing Knights of the Old Republic. Afterwards, Bruce got his own desk, in the hallway of the old Whyte Ave office, to test the NWN expansion packs. He now applies his English degree and Library Technicians diploma to design testing on Dragon Age, and filing monthly reports to HR about the behavior of the Marketing department during press tours.

Demo Moments, p1

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Part 1 of 2, by Bruce Venne

Demonstrations or demos are an important tool for BioWare to let people know about the games we have in development. It is always a challenge to put a demo together. We have the challenge of creating a ten to fifteen minute slice of the game that showcases all the RPG elements that our fans expect in a great role-playing game, some exiting combat in order to make the demo interesting to watch but framed by the story. The demo has to tell a story since rich-story-telling is a hallmark of any BioWare games. Subsequently there is a lot of stuff in the soup that eventually becomes a game demo. Having all of those game elements colliding into one another can lead to chaos. Our demos tend to be very complicated. Things can go wrong.

I personally have had no major problems while demoing Dragon Age: Origins (tminstoreslaterthisyearforpcandconsoles). None whatsoever. Each demo has been like a flawless gem shimmering in the moonlight. The game will crash occasionally, but not enough to be considered embarrassing. The best thing to do if a crash happens is just load the game back up and keep going. Letting it bother you will cause more problems than the crash itself. If you think about the crash, or worry about the game crashing you lose your focus and can’t concentrate on the demo.

Although as a rule, I have found the game will always crash the first time that the demo is shown to Ray or Greg, or on the day you are set to leave for the event.

So I haven’t had any publically embarrassing moments, but I did make one mistake which no one noticed but me. And, for the record, I am blaming society.

So, last fall we (Dan Tudge the Executive Producer on Dragon Age, I and marketing folk) went down to the EA studio in Redwood City for a sales meeting. Teams gather together and showcase upcoming games to the sales people at EA so they know what they will selling and how to market it.

So we arrived at EARS the day before the sales meeting to set everything up and do practices run. This allows us to make sure the pc survived the trip and the audio people at EARS work out the audio setting for our demo. No problems, everything went smoothly. So then I packed the demo box back up and brought it back to the hotel.

At 7:30 the next morning (note the time it’s important) we set the demo box back up for the meeting. The box was set up backstage of the theatre where the sales meeting was taking place. So it was dark, let me just say that in my own defense. It was really dark. Also it was 7:30 in the morning, so I wasn’t as alert as I could have been, and I guess I was also more nervous than I thought I was.

So I set up the demo box. But the set up of the cords seemed … off. Like I plugged the cord in the bottom of the box except the outlet on the back of the machine had always been at the top. So my keen QA powers of observation kicked in and I thought (I actually thought this) well I guess it has changed, no problems here! Then one of the EARS IT guys comes over and asks if we are using a different box from the day before. A light bulb flashed in my head, and then fizzled out … nope it’s the same box. No problems here!

The demo itself went great. It seemed to go by really quickly in comparison in how long we had to wait to do it (we were the second last group to present) So afterwards I start un-hooking everything to back up the demo box. Then I go to snap open the computer to remove the hard drive (for security reasons I carry the hard drive with me on flights to and from events) but I can’t find the latch on top of the machine. Then it hits me.

The computer was upside down.

takes bow

Bruce Venne got a job in the BioWare QA department after spending two week sitting on a crate in James Ohlen’s office playing Knights of the Old Republic. Afterwards, Bruce got his own desk, in the hallway of the old Whyte Ave office, to test the NWN expansion packs. He now applies his English degree and Library Technicians diploma to design testing on Dragon Age, and filing monthly reports to HR about the behavior of the Marketing department during press tours.

How Do I Become a Writer For Video Games? p3

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Part 3 of 3, By David Gaider

A few tips, then, on how to put together a writing submission:

1) You don’t need to learn how to use the Neverwinter Nights toolset or any other applicable conversation-writing system. We have hired people who worked out just fine that submitted their dialogue in MS Word, using hyperlinks on the player responses to jump to the appropriate text box. It is perfectly okay in such cases to write things like [THIS APPEARS ONLY IF THE PLAYER IS EVIL] or [THE NPC WALKS TO THE DRESSER AND OPENS IT]. We’ll be looking to see how well you’re writing and how your quest works, not how well you script (unless that’s what you’re applying for).

2) Do include a quest of some kind. The most important thing here is to KEEP IT SIMPLE. “KISS” is a guiding design principle for a very good reason. I don’t know how many times I’ve seen a writing submission where the writer has gone to great pains to design an overly elaborate quest that would either work far better in a novel and is thus almost impossible to implement in a video game (and demonstrates a lack of knowledge of how a game works) or would require an entire game all of its own (it would be nice if you got to dictate an entire game’s plot as a beginning writer, but unlikely). Or, better yet, they include the entire background of their homegrown setting which is intrinsic to understanding the plot they’ve created, complete with a detailed background on the nuances of each character involved. Trust me, make it a simple side plot that is interesting and has some kind of twist (to show how adeptly you handle it). Focus on writing vivid characters and demonstrating how adeptly you can get that plot across in writing.

3) Allow for a few different ways for the player to deal with the NPC. Also, see if you can’t have the NPC react to different things about the player’s character. What if the player’s an elf? What if they’re female? What if they’re a mage? Does the NPC change their attitude towards the player based on how the player responds?

4) Keep the player responses short. As in no-more-than-10-words short. If you’re angling at writing something in the Mass Effect style, obviously you’re going to have to make the options even shorter. It is okay for player responses to have a little personality. Too much, however, and you run the risk of making one of your choices something very few players will actually take.

5) Avoid relying on the use of narrative text. I happen to think using narrative text in a game (like it was done in, say, “Planescape: Torment” or “Hordes of the Underdark”) is super-duper. Seeing as it doesn’t get used in games much, however, you’re going to need to know how to operate without it (unless, of course, your goal is to demonstrate that you are capable of writing a game as opposed as a game for us.)

6) Read your lines out loud. If they don’t sound natural to you, they won’t sound natural to us.

And the very last and most important thing: if you get rejected, or don’t get a response, TRY AGAIN. Create another submission. If you can get feedback, listen to it. If not, look at what you wrote and decide how you can do better. That’s how you’ll improve your skills. If you were under the assumption that any game developer would hire you based solely on your resume and then train you to competence, think again. Most authors need to look forward to sending submission after submission to publishers, and this is no different. If you’re in it for the long haul, expect it to be work. If you’re not interested in the work, then the best thing would be not to waste the time – ours and yours.

Remember, other developers are going to have vastly different standards, but if you expect to get anywhere as a game writer some of these principles are still going to apply. Even if what you’re going for is general game designer, you’re still going to want to develop something that shows you know your stuff – and you’re going to have to do it again and again. Everyone thinks they’re utterly brilliant until they sit down and do it. What’s important is realizing that, brilliant or not, what you’re doing is applying for a job: be professional, show your stuff and look towards developing your skill set. I have been doing this for 10 years now, and I still have a lot to learn.

David Gaider wisely prepared for a career in the games industry by first suffering from terminal boredom as a hotel manager. During that time he gamed as much with his friends as he could, and that paid off with a sweet little job writing for a company he’d never heard of before on a sequel to a computer game he’d never played. “It’ll last a few years, I guess,” he thought. Ten years later he is still at the same company, working as the Lead Writer on Dragon Age: Origins. Who knew?

How Do I Become a Writer For Video Games? p2

gaider3
Part 2 of 3, By David Gaider

The first problem when it comes to people wanting to become a writer is that they think anyone can do it. It’s no doubt the same problem that was faced by the screenwriters in Hollywood when they went on strike recently. People who aren’t writers don’t often respect it as a skill. But it is a skill. It requires practice and dedication. It’s no different than painting; someone may be talented enough that they pick up painting quickly, or show a real flair for the painting that they do, but without developing that skill they’re never going to actually become good.

This is not to say that skill is more important than talent. You can be the most proficient painter in the world, yet without talent it’s never going to amount to much. Same thing with writing. I don’t know everything about writing (and it turns out I need to unlearn some of the things I do know) but I’ve learned that assuming you know everything is as dangerous as assuming you know anything. The point is that it needs work, and just because you may think you can whip up a masterful plot or a brilliant dialogue the truth is that it’s definitely going to be harder than you think.

When it comes to game writing, skill is even more important. You’d be surprised how hard it is for people to wrap their head around the notion of branching dialogue. Often what happens is that the writer has a very particular path in mind and fails to account for different player “voices”: the player who’s trying to do the right thing, the player who wants to be a bastard, the player who is the suspicious and reluctant hero, etc. You won’t be able to accommodate every voice all the time, but it is a mistake to accommodate none of them. Especially if your goal is to prove how good you are at this.

Another mistake is for a writer to put together a dialogue that really only makes sense if you follow the optimal route through it. Sometimes these writers branch off and can’t figure out how to bring that branch back into the conversation, so you end up with that branch becoming an entire dialogue of its own. At that point, you can start missing information, or it’s a branch the writer didn’t think through enough and didn’t consider how to make it sound natural by linking back into the regular dialogue.

David Gaider wisely prepared for a career in the games industry by first suffering from terminal boredom as a hotel manager. During that time he gamed as much with his friends as he could, and that paid off with a sweet little job writing for a company he’d never heard of before on a sequel to a computer game he’d never played. “It’ll last a few years, I guess,” he thought. Ten years later he is still at the same company, working as the Lead Writer on Dragon Age: Origins. Who knew?